C++ is a statically typed, free-form, multi-paradigm, compiled, general-purpose programming language.

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1answer
216 views

How to solve the big video memory requirements in 2d game

We are developing 2d game (Factorio) in allegro C/C++ and we are facing the problem with increasing video memory requirements as the game content increases. What we currently do is, that we gather ...
2
votes
1answer
69 views

Using normals in DirectX 10

I've got a working OBJ loader that loads vertices, indices, texture coordinates, and normals. As of right now it doesn't process texture coordinates or normals but it stores them in arrays and creates ...
2
votes
1answer
93 views

C++ FPS game collision detection with partitioning system or physics engine?

I'm working on a small FPS game (as a hobby and for learning purposes, nothing else) built with C++ in OpenGL (from scratch). Documenting online on the kind of strategy someone would approach with ...
2
votes
1answer
223 views

Directx 11: emulating palette swapping with shader 5.0 and c++

i'm trying to swapping the colors using a texture as index and a second one as palette. Here is the full listing of the code: #include <windows.h> #include <windowsx.h> #include ...
2
votes
1answer
549 views

Pixel Perfect Collision Detection in Cocos2dx

I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: ...
2
votes
1answer
151 views

sdl: unlock mouse in fullscreen mode and make it useable on another monitor

Is it possible to unlock the mouse in fullscreen mode so that you can use it on a another monitor? I read trough the SDL documentation, but I couldn't find anything related to my problem.
2
votes
1answer
303 views

OpenGL Fast-Object Instancing Error

I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map>, where an object of class ...
1
vote
1answer
32 views

Correcting Lighting in Stencil Reflections

I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work. I've been following this tutorial which describes using GLUT_STENCIL's and MASK's to create a ...
1
vote
1answer
96 views

Load texture from different thread

I am trying to load textures from a different thread but it fails everytime on this following method: D3DX10CreateShaderResourceViewFromFile Turning off my multithreaded routines make the textures ...
1
vote
1answer
72 views

How do I determine color resolution of an output in DXGI/D3D?

i'm was revising some code i wrote some time ago when working on the window wrapper for my rendering framework. The framework is based off DirectX, but it wasn't really using any D3D-related facility. ...
1
vote
1answer
157 views

Calculating shadowmap coordinates for cubemap in shading pass?

I'm trying to implement shadow mapping with cube maps. I believe I've done the first stage by filling the cube map, but for the final shading pass I am unsure how to exactly calculate the cubemap ...
1
vote
1answer
248 views

How can I obtain a HBITMAP or HICON from a Direct2D bitmap?

Is there any way to obtain a HBITMAP or HICON from a ID2D1Bitmap * using Direct2D? I am using this function to load the bitmap. The reason I ask is because I am creating my level editor tool and ...
1
vote
1answer
265 views

Reducing the level of detail of a mesh

I am importing an extremely detailed mesh (provided by a client) and it consists of something like 16 million triangles. For rendering performance I've been using the ID3DXMesh interface's Optimize ...
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0answers
70 views

How can I load an SVG file and create a shape and collision data from it?

I'm looking to write a game in C++ with vector-styled graphics. For this, I will need to turn an SVG shape into a Box2D body and a polygon for rendering in SFML. I don't need the full capabilities of ...
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0answers
59 views

How can I align a 2D object properly using tilemap collision

I'm making a mario clone, and I have been working on the collision but I can never seem to get it right. I started out with "true/false" collision, aligning the player at it's last position, and as ...
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0answers
34 views

Easier way to clip a spritesheet

I have been learning OpenGL slowly for the past few weeks through LazyFoo's tutorials, and I've come to the texture clipping section. I think his explanation is fine, but not quite enough for me to ...
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0answers
39 views

Why is glMapBufer returning NULL?

I'm not trying to stream or anything, I just want to speed up my file loading code by loading vertex and index data directly into OpenGL's buffer instead of having to put it in an intermediate buffer ...
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0answers
70 views

Why does Assimp appear to be loading vertices in the incorrect order in this code?

I'm getting a weird bug in my code that is reading in the vertices from an .obj file. The .obj file is just a cube, hence there are eight vertices. When I print out the vector it seems to work ...
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0answers
78 views

Bullet Physics Raytrace Picking

I'm having trouble picking using bullet's raytrace code Here's what I have so far for creating the actual Ray float top = 1.f; float bottom = -1.f; float nearPlane = 1.f; float tanFov = (top - ...
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0answers
56 views

DirectX 9 Blank Screen after Window Loses Focus

I have an application that uses DirectX9. I have 2 viewports( device swapchains ) to which I render geometry. If, during runtime, I click on a different application's window and then later try to ...
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0answers
80 views

Directx 11 not drawing scene despite all math being correct

I have a graphics engine that i writing in Directx11 and I changed the way objects are drawn, and the way assets for the game are loaded. Everything in my draw call is set correct and I thought that ...
0
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0answers
127 views

bones programmatically in assimp

I am trying to animate a 3d hand object programmatically in Assimp, I have the 3d model being export to collada using Blender. But I have no idea how to go from one bone animate it and then go to the ...
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0answers
133 views

Should I drawing directly on CCLayer or CCSprite?

Now I am a little confused in my cocos2d-x cpp project. I want to draw lines with user's finger touch. Following the screenshot of a CCScene: In the screen, there are two squares. I want show an ...
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0answers
43 views

W2S, worldtoscreen from Projection Matrix and View Matrix

After a couple of days of tremendous trial and error coding, I must give up: I have a simple 3d program that I'm adding a visual layer to. Basically, I want to draw 2d icons and text over 3d objects ...
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0answers
148 views

Component Based Entity Design how to handle rendering in tiles

I am testing Component Based Entity System for a text based RPG game (I want to convert it to 2D in the future. this might sound crazy idea but the purpose of this forum isn't about that :) ). I have ...
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135 views

Radiosity using a hemisphere

I'm working on a radiosity processor. I'm projecting scene geometry onto a hemisphere at a high order of tessellation during a visibility pass onto a 1024x1024 render target. The problem is that the ...
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0answers
42 views

Error loading PCX image in FreeImage library

I'm using FreeImage in C++ for loading texuture from the PCX image. My FreeImage code is as following: FREE_IMAGE_FORMAT fif = FIF_UNKNOWN; //pointer to the image data BYTE* bits(0); fif = ...
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0answers
73 views

cocos2dx and tweenings libs

I know cocos2dx has built-in actions like move-to, etc... to do some kind of tweening but haven't seen any way for example to add different easy ins and outs. Browsing the documentation haven't found ...
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0answers
121 views

Getting current time in milliseconds

How to get the current time in milliseconds? I'm working on a hacking simulation game and when ever someone connects to another computer/NPC, a login screen popups with a button on the side called ...
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0answers
502 views

How to implement a stack of game states in C++

I'm new to C++ and as a college proyect I'm building a 2D platformer with some classmates, I recently read that it's a good idea to have a stack of gamestates instead of a single global variable with ...
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0answers
102 views

Making a texture bank, pointer in vector killing me

I'm trying to make a texture bank. I'm not 100% as to whether I'm doing 2D or 3D but whatever, it's a basic texture bank. The goal is to use texture objects that I can use a pointer to so as to load ...
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0answers
151 views

glfw3 creating a window returns null

For some reason after calling 'glfwCreateWindow' I get back Null as the return value. I'm initializing glfw beforehand with 'glfwInit' and while searching for a solution tried setting ...
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0answers
294 views

Skeletal animation system that allows mixing of animations for 3d models

I'm looking for suggestions and ideas for 3D model skeletal based animation for C++/Open GL. Now the thing is I would like the ability to allow mixing of animations by allowing an animation to only ...
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0answers
230 views

How do I use Opengl in conjunction with SDL?

I've been using SDL for a while in simple 2D games but have been limited as to what I can do graphics wise. I would like to start using Opengl. Does anyone know of any web tutorials for using Opengl ...
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0answers
205 views

Bullet Physics Simulation Running Slow

I'm in the process of converting my game engine from java which used the LWJGL and JBullet to c++. However, when I was implementing Bullet physics my simple simulation of a box dropping from specified ...
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0answers
25 views

DirectX FVFData tags in X Files

I'm trying to read and ultimately write a mesh from/to file. This mesh has 2 sets of texture coordinates. The second set I know are held within the FVFData{} block of the .x file. The second set of ...
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0answers
217 views

Fragment shader not applying intended color to output

I started working with OpenGL recently, having previously worked on mods. I'm using GLFW3, GLEW, and whatever tutorials I can find. So far I've come up with this code: //Headers #include ...
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0answers
84 views

Normal mapping and translation, lighting not displaying correctly

I got a normal mapping issue. I have a texture and a normal texture on each model loaded via the ASSIMP library. I am calculating the tangent vectors on each object with the help of the ASSIMP ...
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0answers
189 views

Space Strategy Ship Movement Math

This is similar to a question I asked a while ago, but I phrased it so terribly so might as well start over. I am trying to implement ship movement in 3D space, but confined to a 2D plane at y=0 (see ...
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0answers
142 views

Using shaders with GLFW3

i've setup the newest version of glfw & glew on mingw (i'm using windows 7). I've previously used freeglut & glew but i switched to glfw because i've heard it was better for games. So my ...
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0answers
91 views

Tension Force is zero

And it's not supposed to be. I've been pulling my hair out for a while trying to figure out why... The values used in T = F - ma are below: mass of first body: 1 kg acceleration: [0, 9.80665] (as a ...
0
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0answers
161 views

Key holding down and others

I'm setting up a script, and am trying to help a friend with theirs by adding in to where while the player is holding down "key" they are blocking, when they are pressing and holding down the left ...
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0answers
215 views

GLSL gl_ModelViewMatrix breaks my code?

So I have the following shaders which work (to the extent that they are completed anyway). //Vertex Shader uniform float offset; void main() { gl_TexCoord[0].t = gl_MultiTexCoord0.t; ...
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0answers
212 views

Ideas to create a Best Move in a match 3 game

I'm trying to make a match 3 game in C++ and I want to make a best move method to show the player the ideal position to move to get the most amount of points. The rules of the game are as follows: ...
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0answers
846 views

Getting Image From URL , Using curl in Cocos2dx C++

I am using curl in C++ to get an Image from a URL for a Cocos2dx Game. The Code is Working Fine. And using CCImage And cocos2d::CCTexture2D I create a Sprite and Add it on my Layer. The Sprite is ...
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0answers
58 views

Design issue: World class only contains Rigidbodies but custom objects need further updating

BACKGROUND: My World class that is responsible for updating the physics for each object in the game contains a std::vector of Rigidbody classes. As Rigidbodies are added to the world, they are also ...
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0answers
133 views

The algorithm for removing a group of adjacent balls of arbitrary shape

I'm writing a game that something like Diamond Dash and/or lines, you can delete on the horizontal / vertical and diagonal directions. Which algorithm is best suited for removing a group of balls ...
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0answers
792 views

How to do collision detection in 3D using bounding boxes?

I am using c++ in visual studio 2010 with opengl. I am trying to make a programme that has 2 boxes that are able to be stacked on top of each other but I am having some trouble with the collision ...
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0answers
155 views

Simulating smooth movement along a line after calculating a collision containing a restitution of zero in 2D

[for tl;dr see after listing] //...Code to determine shapes types involved in collision here... //...Rectangle-Line collision detected. ...
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0answers
178 views

adding contacts in “cyclone”

I am trying to adapt the Cyclone physics engine ( http://procyclone.com/, source code: https://github.com/idmillington/cyclone-physics/) to work with my game, and for my game I think that it would be ...